• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Next-Gen PS5 & XSX |OT| Console tEch threaD

Status
Not open for further replies.

Barakov

Member
It does to some degree.

It feels like a Xbox One X or PS4 Pro type release.
That's what they get for calling it the "Xbox Series X". Calling it the Xbox 720 or literally anything else that would signify this is actually a NEW Xbox instead of continuing the Xbox One line. The Xbox One should of been a bad memory that MS should've forgotten about. But I guess this fits in with their whole gamepass mantra so eh...still think this going to bite them in the ass down the road.
 

Zadom

Member
I didn't do anything wrong; enjoy having me on ignore.

I'll continue being over here not watching every video posted and asking people to summarize. You can continue being over their making an insanely huge big deal out of that and putting me on ignore lol



How is this not FUD? lol
Never a good idea to be too harsh based on hearsay. That’s how you get yourself in trouble.
 

Yoboman

Member
Called EBGames here in NZ a few weeks ago.

Sales rep said its going to be damn difficult to find a PS5 until at least next year and even then it won't be easy. Need to get some sort of alert system up so that you can get your console reserved as soon as one is available.

Scalpers are licking their lips at all this pre-order choas. Cunts.
Im just kicking myself I didn't preorder multiple when I had the chance
 

duhmetree

Member
I'm content with waiting. November going into December will be primarily Destiny for me on PC. CyberPunk now will finish off the year.

I was going to wait for Horizon or GoW, to make the plunge and then enjoy the backlog of PS5 games. As long as a PS5 is available in 1Q of 2021, I should be OK.
 

MrS

Banned
could this just be a national delay for the Meijer retail chain? meaning stock is already tight and other retailers who sell more volume will get first batch of promised stock. Amazon, Walmart, Bestbuy etc.
Could be for sure. As others have said, this isn't a major gaming outlet and Sony could well be prioritising the big players i.e. amazon, target, best buy, walmart. Could well be bullshit and a troll also.
 

TLZ

Banned
ElVYx_BWoAEXb4E

giphy.gif




B E A S T
E
A
S
T
 
I am having buyers remorse after buying the Sony lol

The lg oled looks so much better.

I got a C9 and its stupid how good it looks. Makes all my games look like a remaster. Honestly it's one of the biggest upgrades I've made gaming wise in my life. Playing on something that looks that good at 120hz locked with gsync is an experience. Very responsive and no tearing. The colors and contrast are just epic. Really hope OLED or something better gets downsized to monitor appropriate sizes. I'd kill for a 32-38" OLED gaming monitor.

Also separately I think the PS5 controller is going to be huge. As soon as I heard about those triggers I knew it wasn't just going to be a minor upgrade over the DS4. This is going to be something that really impacts how games feel and play and once you get used to haptic/force feedback you can't go back. I'm glad they spend the money to develop this tech, the xbox is going to feel dated using the same controller (still think the 360 controller was better than the xone as well).
 

Yoboman

Member
I was curious about this more so for 3rd party developers. I can understand for Sony 1st party games, such features may appear a lot more. But when you're developing multiplat titles, how much work is it really to do something more 'exclusive' for Sony versus Microsoft, PC, etc.
Pretty sure the likely leading seller will get care put in by third parties
 
I've always thought there may be some "default" profiles for the functions in the controller. Like some default rumble for shooting a weapon, another one for a car's engine, for an explosion, etc, so devs can choose if they want to make their own or use the default ones.
Sony's tech pamphlet also called out that they created tools that automated the vibration waveforms based on the sound effects to an extent. That might make implementation easier for devs with not needing to start from scratch.
 
Last edited:

kyliethicc

Member
I was curious about this more so for 3rd party developers. I can understand for Sony 1st party games, such features may appear a lot more. But when you're developing multiplat titles, how much work is it really to do something more 'exclusive' for Sony versus Microsoft, PC, etc.
Well Call of Duty and NBA2K (huge multiplats) are already supporting DualSense features. CDPR supported the touchpad for Witcher 3 in cool ways too.

Plenty of devs will support it in many big games because PS5 is the main console their games are played on, and Sony will make it as easy to support as possible.

Every game will differ. Even among first parties. But its awesome that devs have more tools to create with, which benefits us the players.
 
Can we go back to speculating about PS5 possibly having "infinite cache"? Series X may have it too, but what if Sony co-developed this with AMD and, as a result, won't end up being on Series X? Could this explain how Sony is leading the way with ray-tracing so far? Maybe not, but it could explain why Sony went with 448GB/Sec memory. Obviously this could be down to cost as well, but we haven't read any developers complaining about memory bandwidth (at least not yet). What do you guys think the odds are on this?
 

duhmetree

Member
Can we go back to speculating about PS5 possibly having "infinite cache"? Series X may have it too, but what if Sony co-developed this with AMD and, as a result, won't end up being on Series X? Could this explain how Sony is leading the way with ray-tracing so far? Maybe not, but it could explain why Sony went with 448GB/Sec memory. Obviously this could be down to cost as well, but we haven't read any developers complaining about memory bandwidth (at least not yet). What do you guys think the odds are on this?
Its assumed at this point but we'll now for sure at 12pm ET tomorrow.

I'm convinced AMD navi 21/22 and Sony PS5 is very similar. They also have some wizardry when it comes to Ray-Tracing.
 
Last edited:

PaintTinJr

Member

I wonder if given the age of both this(tearaway), and TLOU if these games were developed when the expected memory in the PS4 was still 4GB - with something like 1.5GB held back for the OS. If the game went from 2.5GB to maybe 6GB in the patch - maybe even more if Sony have lowered the PS4 OS reserved allocation now that a new gen has arrived and Sony can freeze the PS4 feature set - then unpacking data in three parallel 2GB blocks might account for that type of speed improvement.

I know it was speculated by the guy at RadGameTools that the 500MB patch for TLOU wasn't big enough to ship new textures in oodle texture format, and it was also speculated that expanding the existing zlib textures and re-compressing them on a console would take too long. I do wonder if ND did achieve that, but came at it from a slightly different angle.

For a start, 33% of the uncompressed texture footprint is the mipmaps, and with additional GBs of RAM available to old games, generating those mipmaps in parallel to other data loading would certainly save on time - assuming the loading task was HDD read speed bound.

Alternatively(not very likely though :)), maybe ND could have compressed the game texture set again offline, but this time using random access zlib, with a view to use partially resident texturing (so mimicking XsX's Sampler Feedback Streaming feature SFS) after patching . With the two compressed sets of the textures ND would then be able to compare what was shipped in the game, with the new compressed set - assuming the the original zlib texture data would all be identical inside the new random access zlib set, but just with additional header info. If they then differenced the two sets, and compressed the difference file into the patch, they could possibly do that with a small patch and then the game would be able to randomly access the existing texture set and use a PRT/SFS technique that would maybe explain reducing loading times by 2/3rds.

And finally(even less likely), despite it being long and time consuming to blindly recompress all the game textures using oodle texture codecs, there is the tiny possibility that ND did the recompression offline, and then just kept the compressor log for the task. Whether having the compressor log to guide a recompression task - if uncompressing the game's current zlib texture set and then recompressing those with oodle texture on a console is achievable is a big if when talking GBs of compressed textures - but maybe if it was just done for the textures at the main loading points - so those load points are much quicker, then maybe it would be possible to replace the game zlib textures with oodle textures as a background task while playing and loading/accessing textures - but that would also be relying on use of RDO settings that would have marginally more noise in exchange for hefty improvements in compression ratios and be regenerating mipmaps at load time.

Probably none of those things have happened, but it is certainly interesting IMO to speculate on how they've manage to make such gains in load times.
 
Last edited:
Status
Not open for further replies.
Top Bottom